The old system was fine, and having the distribution more evenly spread out meant that players were more likely to be matched with someone of a similar skill, not just a similar rank. But the sudden change to the rank distribution feels silly and poorly thought out. Like I said, I absolutely love Battlerite, it's a great game. Someone who's at the bottom 10% could face up against someone in the bottom 40% very easily. And because there's usually a difference of a few divisions in each game, lower ranking players are going to get the short end of the stick. All this change does is mean the skill difference between Bronze 5 and Bronze 3 is much much greater than the difference between Plat 5 and Plat 3. With the old system, high ranks were already prestigious! Being in Diamond meant that you were in the top 7.5% of players! Plat meant roughly top 25%! There's no reason to suddenly change that. Why? It makes no sense! The devs claim that it's to make the higher ranks more prestigious. that means you have 8 ranks to describe the bottom 50% of players, and 23 to describe the top 50%. Their new system, however, has a total of 31 ranks, with the average expected to be around silver 3. You should have roughly the same number of ranks dividing your top and bottom 50% of players. That meant there were 20 ranks to describe the bottom 50% of players, and 29 to describe the top 50% of players. The average rank was somewhere in gold, let's say gold 4 to keep it simple. At the time, there were a total of 49 different ranks (6 leagues with 8 divisions each, plus grand champion). Previously, Battlerite had a rank distribution that represented (roughly) a normal distribution. I'm talking about the new ranking distribution. I love how the devs have added in more heroes and maps and game modes in the past year, but one of the recent decisions they've made is one I deeply disagree with. With top 200 being really good off course. So champion to Grand Champion would be considered good, I suppose. Diamond is pretty much the cutoff point for average, from my experience. It's my competitive game of choice right now, CS:GO before it and Dota 2 before that. To climb in champion you need to place top 5 with a couple kills, so a lot of people get stuck at champion 5 or high diamond. The strategy element in these games usually comes down to players pre-constructing loadouts of units that will give them the best winning setup.I'm a huge fan of Battlerite, I currently have about 180 hours in it. There is also a spinoff of MOBA games usually referred to as "auto-battlers." These games often have lanes like MOBAs and similar objectives, but instead of team-based play, these games usually feature 1-on-1 battles where players spawn AI-controlled units that then walk their lane and perform dedicated functions. Starting as player created modifications in both Starcraft and Warcraft III maps, this style of gameplay then exploded as developers picked up the modes and started creating their own full versions of the genre. MOBA titles commonly have similar features like "lanes" (or paths that go from one side of the match map to the other), structures that each team controls that need to be destroyed, and "creeps" which are AI controlled minions that assist with pushing the match forward and assist players in taking objectives on the map.Īn interesting fact about the MOBA genre is that it was created by players. Typically, each player controls one specific character with unique skills and abilities and use these abilities to assist their team in winning a match. "MOBA" stands for " Multiplayer Online Battle Arena" and usually describes a competitive game where teams of players compete to either destroy the opposing team or destroy structures on the map that are held by the opposing team.
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